Game Localization

Translating for the global digital entertainment industry

| Dublin City University
| Universitat Autònoma de Barcelona
HardboundAvailable
ISBN 9789027224569 | EUR 99.00 | USD 149.00
 
PaperbackAvailable
ISBN 9789027224576 | EUR 36.00 | USD 54.00
 
e-Book
ISBN 9789027271860 | EUR 99.00/36.00*
| USD 149.00/54.00*
 
Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
[Benjamins Translation Library, 106]  2013.  xii, 374 pp.
Publishing status: Available
Table of Contents
Figures and tables
ix–x
Acknowledgements
xi–xii
About this book
1–4
Glossary
5–11
Prologue
13–18
Introduction
19–44
1. The video game and translation
45–86
2. The localization paradigm: Localization versus translation
87–110
3. Game localization: A practical dimension
111–147
4. Translating video games: New vistas for transcreation
149–200
5
Cultural contexts of game production: Patronage and rewriting in the digital age
201–241
6. Pedagogical issues in training game localizers
243–275
7. Game localization research in Translation Studies
277–324
Conclusion
325–333
References
335–361
Gameography
363–368
Appendix. Postgraduate courses in game localization in Spain
369–370
Index
371–374
“This book is unique since it discusses localization from the translator's perspective and I'm recommending this book to anyone interested in this topic. The authors have left no stone unturned when it comes to the subject and include excellent references and case studies about game localization and its importance in the game industry.”
“This volume is the authoritative source on game localization. Drawing together years of professional and academic experience, O'Hagan & Mangiron have written an essential guide to understanding how game localization has developed over the years, how it has become an essential part of the global video game industry, and how best to teach students this art and craft. The authors explore this fascinating field using dozens of examples from their own work and other well known localization efforts to give readers the best possible understanding of game localization theory and techniques. Highly recommended.”
“The text is a worthwhile and extremely well structured read that will hopefully become the standard text for all who wish to find out more about the subject, be it out of academic interest or intention to embark on a career in the booming video game localization industry.”
Game Localization: Translating for the global digital entertainment industry is a useful and significant book, both for academic scholars who might not be familiar with the gaming industry and for localization practitioners who now can perceive their field within a larger theoretical context. Numerous charts, diagrams and full-color illustrations enhance the presentation of the argument.”
“It is currently the most complete monograph on the subject. It shows possible ways of developing research on localization within translation studies. It even includes a chapter devoted to professional training in the field of localization. Thus, it is easy to recommend Game Localization to anyone interested in the subject, both in its theoretical and practical aspects.”
“This book is sorely needed and a great example of a theoretical framework being successfully adapted and applied to a field of real-world phenomena and is a great contribution to the enlargement and enrichment of the field of translation studies.”
“This book represents a must-read reference to anyone interested in game localisation as it targets not only scholars and professionals belonging to this field, but also those who are interested in emerging issues in Game Studies, audiovisual translation and localisation. Provided with an initial glossary of game-specific terms, Game Localization is designed to serve as an introduction to this dynamic area, keeping a balance between theoretical and practical dimensions.”
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Subjects

Translation & Interpreting Studies

Translation Studies
BIC Subject: CFP – Translation & interpretation
BISAC Subject: LAN023000 – LANGUAGE ARTS & DISCIPLINES / Translating & Interpreting
U.S. Library of Congress Control Number:  2013010423